How the graph works:
https://www.youtube.com/watch?v=ZL4GLH03gyA
Personal notes:
Submachine 6 opens with a cinematic, followed by the player being forced to submit all their key items from the previous entry. It isn't until the player find a hidden pipe system behind a cliff that the first true key is introduced: the key card. Such a long winded opening might not mesh well with the original entries, but submachine 5's minute long mission sequence helps ease this shift in focus from puzzles to cinematic storytelling.
After this, the player must complete two challenges: Spin a wheel to open up a new passage and unlock a set of barricades blocking an exit point. The player can also find the Egyptian themed room but it doesn't find its use until later.
After using the key card the player must disable an electrical circuit before obtaining a box. Take this back to the egyptian room and you've got yourself the connection pod: the main mechanic item of the sixth entry. Now the player can bypass the security measures of the edge!
...and that completes the game. The connection pod solves all the locks throughout the rest of this entry. You will need to flip some switches and turn some nodes and whatnot but as far as keys and locks go, this is where the game concludes.
Submachine 6: The Edge expands the cinematic storytelling of the series and provides vital word building. As far as dungeon design is concerned, this is the most basic graph the series has ever seen. The edge offers a streamlined key lock experience with one point of backtracking to get the connection pod. After obtaining the pod the game reverts back to simple hurdles and cinematic storytelling.
Tune in tomorrow for the dungeon graph breakdown of Submachine: 32 Chambers